Young Bear now gains +1 strength if first appearing in Round 2 and +2 strength if first appearing in Round 3.

Ele'yas strength changed from 3 to 4.

Aelirenn ability changed to: Add +1 to all Elves, play from deck when 5 or more Elves are on your side.

Griffin can now also move a Special Card from your opponent's graveyard, not just units.

Change to Weather: If a Gold unit on a row with Weather is converted to Silver/Bronze, its power is reduced to 1 (unless it is immune to that Weather effect).

Caranthir is now immune to Frost.

Imlerith is now immune to Frost.

Woodland Spirit is now immune to Fog.

Lord of Undvik is now immune to Frost.

Units with 0 health shouldn't activate in most situations.

Stammelford's Tremors now deals 2 damage to both sides of the board.

Hawker Healer strength changed from 1 to 2.

Commander's Horn now removed from the game after playing.

"Roach is no longer played from your hand when a Gold card is played."

Roach is only played when her owner plays a Gold card.

Shani strength changed from 4 to 3.

Odrin strength changed from 5 to 4.

Prince Stennis strength changed from 7 to 8.

Priscilla strength changed from 1 to 2.

Reinforced Trebuchet damage changed from 1 to 2.

Reniforced Trebuchet countdown changed from 2 to 3.

Reinforced Ballista strength changed from 4 to 6.

Trebuchet strength changed from 3 to 4.

Gaunter O'Dimm strength changed from 5 to 6.

Golem strength changed from 5 to 6.

Wild Hunt Warrior strength changed from 4 to 5.

Radovid damage changed from 10 to 8.

Ermion strength changed from 7 to 6.

Draig Bon Dhu strength changed from 2 to 4.

Draig Bon Dhu now adds 1 to base strength of units in the graveyard, instead of adding 2 to current strength.

Nithral strength changed from 7 to 6.

Hawker Support strength changed from 2 to 3.

Hawker Support ability only triggers with loyal special cards.

Hawker Support ability now only triggers once from Aeromancy.

Hawker Support is now properly affected by Weather.

Vrihedd Vanguard strength changed from 4 to 6.

Vrihedd Brigade strength changed from 7 to 8.

Clan Dimun Pirate Captain strength changed from 1 to 3.

Clan Dimun Pirate Captain buff changed from 3 to 2.

War Longship strength changed from 3 to 5.

Savage Bear strength changed from 5 to 3.

Zoltan: Animal Tamer strength changed from 7 to 6.

Isengrim now spawns 2 Commando Neophytes each time you play a Special Card.

King Bran now gives +2 base strength to any units he discards.

Dandelion ability changed, now adds +2 strength to non-Gold units when they appear on the board.

Dandelion strength changed from 1 to 4.

Monsters faction ability no longer targets Resilient units.

Skjall is now Agile.

"Promotion" changes: converting units to Gold no longer sets current strength as new base strength. Also, the unit will revert from Gold to its original color when destroyed or at the end of the current round. Upon entering the graveyard both gold status and all buffs are removed.

Spawned copies of units or units spawned by other units are now always placed on the same row as the base unit.

Philippa strength changed from 12 to 10.

Weather change: if a unit is moved out of Weather, its strength changes according to Clear Weather rules.

Copies spawned on a row affected by Weather now have their strength reduced.

User

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User

Looks like an excellent patch! I do not envy the devs, people are going to complain after every single patch. But i like a lot of the tweaks im seeing here. I particularly like that they made harald usable. And first light is a great idea. Though if it is a bronze card, who isnt going to play with a few of these? It will make weather decks very difficult to play (and it needed to be more difficult to play).

User

There's so many stuff I was asking/hoping for among those changes,n that's nice to read all of that. Pirate captains' str buff, war longship's str buff, skjall becoming agile, Heimdall destroying kambi, Young bear scaling properly with the skellige passive, Myrgtabrakke being 3-2-1, a buff to king bran, the shieldsmith having one more base str, add to that the nerf of very cheesy tactics, some unexpected buff like for Morkvarg , a few unenxpected but okay-ish nerfs around like for Ermion and Birna Bran, and in the end the only thing that I have a bit of a hard time to understand is having another Hjalmar nerf (that's two in a row for a gold card that is already rarely seen and hard to use outside of a kambi +hjalmar combo imo).

That one put aside it looks logical for Skellige. I'm happy to see ST units getting a buff along side the special cheeses getting a nerf, seeing more dwarf or elves decks seems cool.
I was expecting a nerf of Ciri sooner or later for a simmilar reason as Regis' nerf in the previous patch, so even though I'm sad about it since that's another gold card that cannot bring any decent and reliable str on the board when it's played among the gold cards I own, i'm neither surprised nor upset about it.

I'm also very happy to see the Aard choice in the last stream, as that was exactly (minus the -1 str on thje row) what I wanted the devs to do with Aard. Seeing more cards working that way outside of Aard is a cool thing too, I really liked that movement idea.

Although I have a question about that mechanism.

Q : What happens to a buffed (or wounded) unit that changes row (assuming no weather on any row the moment it's done)? Is its str rest to the base str value or does it keeps any buff/wound it has ?
Because if it does not, Downers are basically able to work as a d-shackle so that's super important.

User

and in the end the only thing that I have a bit of a hard time to understand is having another Hjalmar nerf (that's two in a row for a gold card that is already rarely seen and hard to use outside of a kambi +hjalmar combo imo).

User

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Torrdorach Shieldsmith is now stronger than actual warrior characters...truly an underdog story? In all seriousness, I think this is the wrong way to go with the smith cards, but i guess a stronger body is nothing to complain about.

Lots of units from 4 to 5 making manticore venom pretty weak. Already considered trading it for another thunder or lacerate before, now it's likely. Hjalmar nerf is weirdly specific but I don't think will make him less played than he already is since it's pretty low to begin with.

Otherwise, SUPER pumped for all the other changes and excited to see actually diverse NR decks! Also, neophytes decks a lot more interesting and viable (were usable before in general, but very inferior compared to aglais control deck). Can now have 2 versions with Isengrim (same units but the specials can be either wounds or self-buffs).

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Lord of undvik is now immune to frost. Frost was -outside Kambi-the surest way to kill that thing quickly without having the opponent keeping it alive with buffs. Now the only sure way to kill it is... Kambi.
Lore wise it makes sense that this creature is immune to frost, but that's a nerf for Hjalmar.

User

Excited for the vast majority of these changes. I look forward to adjusting to the new mechanics and finally removing some of the crazier combos (although I'm guilty of using some, like foltest AR copy, and Henselt margaritta, operator)

I hope the redanian elite change is only temporary. I don't think need just another medium strength unit in NR when we've already got light cavalry redanian knights for that.

User

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Lord of undvik is now immune to frost. Frost was -outside Kambi-the surest way to kill that thing quickly without having the opponent keeping it alive with buffs. Now the only sure way to kill it is... Kambi.
Lore wise it makes sense that this creature is immune to frost, but that's a nerf for Hjalmar.

User

Aelirenn ability changed to: Add +1 to all Elves, play from deck when 5 or more Elves are on your side
[*]Redanian Elite buff removed due to technical issues, strength changed from 4 to 6.

The scoiatel ones take away from the control decks, which I like as a gamestyle and make them more to pure buffdecks which I don't like. It was fun to blow up the opposite board with Aelirenn.

Giving Redanian Elite a base strength of 6 makes them almost uncounterable. Only cards that are able to nuke them off now are Azure's Thunder, Scorch and Iorveth. Because NR normally run with medics this cards almost guarantee you 24 gold points if you have reinforcements.

Does that mean there really is some organization to how multiple effects resolve? If so, what is it? Something like this should be transparant but so far it has all seems so random and case-by-case for individual cards. For example, the line about Savage bear implies that units taking damage while entering the battlefield *should* die without triggering their ability. Is that only for Savage Bear, or would that apply to any unit taking damage from any source as it enters? Does the priority look something like:

User

I saw a few references to Priority and doing something "properly" Examples:

Does that mean there really is some organization to how multiple effects resolve? If so, what is it? Something like this should be transparant but so far it has all seems so random and case-by-case for individual cards. For example, the line about Savage bear implies that units taking damage while entering the battlefield *should* die without triggering their ability. Is that only for Savage Bear, or would that apply to any unit taking damage from any source as it enters? Does the priority look something like:

That's because it IS case-by-case. Gwent has no overarching ruleset that oversees card interaction (like any good game does), but instead has an arbitrary "priority ladder" system where each card is on there with specific values that determine order. So...yeah, it's a bit of a clusterfuck and requires experience and memorization to know what's going to happen.